Editing Coup-De-Grace: Rules of Conflict

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First, determine whether the miniature is unarmoured, lightly armoured or heavily armoured. This is known as its "class". Each class has a different ''defence value'' and ''movement allowance''.
 
First, determine whether the miniature is unarmoured, lightly armoured or heavily armoured. This is known as its "class". Each class has a different ''defence value'' and ''movement allowance''.
  
* ''Unarmoured'' minis have a ''defence value'' of 3 and a ''movement allowance'' of 8.
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* ''Unarmoured'' minis have a ''defence value'' of 3 and a ''movement allowance'' of 6.
* ''Lightly armoured'' minis have a ''defence value'' of 4 and a ''movement allowance'' of 6.
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* ''Lightly armoured'' minis have a ''defence value'' of 4 and a ''movement allowance'' of 5.
 
* ''Heavily armoured'' minis have a ''defence value'' of 5 and a ''movement allowance'' of 4.
 
* ''Heavily armoured'' minis have a ''defence value'' of 5 and a ''movement allowance'' of 4.
 
* Standard minis have three ''hit points'', unless specified otherwise.
 
* Standard minis have three ''hit points'', unless specified otherwise.
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<br>His shield is held in one hand. The rules say that this gives him +1 Defence against frontal attacks.
 
<br>His shield is held in one hand. The rules say that this gives him +1 Defence against frontal attacks.
 
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==Adjacency and Facing==
 
==Adjacency and Facing==
 
<br>The game is played on a square grid.
 
<br>The game is played on a square grid.
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Some additional rules apply:
 
Some additional rules apply:
* For each enemy adjacent to you, movement costs are doubled. For example, it will cost 2 movement points to move a square if that move starts next to one enemy, 4 movement points if that move starts next to 2 enemies and 8 movement points if that move starts next to three enemies. If a mini doesn't have enough mini points to pay the cost, he can't take that action.
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* For each enemy adjacent to you, movement costs are doubled. For example, it will cost 2 movement points to move a square if that move starts next to one enemy, 4 movement points if that move starts next to 2 enemies and 8 movement points if that move starts next to three enemies. Note that because of this few characters have enough movement allowance to make a ranged attack while an enemy is adjacent to them, though an unarmoured character will have enough MA to step back a square from single adjacent opponent, and then shoot.
 
* You may never move into or through a square occupied by another mini with normal movement. This includes both allies and opponents.  
 
* You may never move into or through a square occupied by another mini with normal movement. This includes both allies and opponents.  
 
* You may never move through walls or other blocking obstacles.
 
* You may never move through walls or other blocking obstacles.
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You can never choose to attack your own minis.  
 
You can never choose to attack your own minis.  
 
The following modifiers apply to attacks.
 
  
 
===Melee Attack Modifiers===
 
===Melee Attack Modifiers===
These modifiers apply only to ''melee attacks''. Note that ranged attacks at point blank range are NOT melee attacks, though they have their own set of problems close up!
 
 
* For each ally adjacent to and facing towards the same target, add a +1 to your attack roll. This is called a ''co-ordinated attack bonus''.
 
* For each ally adjacent to and facing towards the same target, add a +1 to your attack roll. This is called a ''co-ordinated attack bonus''.
 
* If your opponent is facing directly away from you, gain +1 to your attack roll. This is called a ''backstab bonus''.
 
* If your opponent is facing directly away from you, gain +1 to your attack roll. This is called a ''backstab bonus''.
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===Ranged Attack Modifiers===
 
===Ranged Attack Modifiers===
These modifiers apply only to ''ranged attacks''. Note that melee attacks with reach beyond one square are NOT ranged attacks, they're just melee attacks with a longer reach!
 
 
* For each ally adjacent to your target, deduct 1 from your attack roll for ranged attacks. This is called a ''firing into melee penalty''.
 
* For each ally adjacent to your target, deduct 1 from your attack roll for ranged attacks. This is called a ''firing into melee penalty''.
 
* Ranged attacks suffer a -1 penalty for every ''range increment'' distance to the target. For example, if a weapon has a range increment of 6, then there is no penalty at 1-5 squares distance, -1 penalty at 6-11 squares distance, -2 penalty at 12-17 squares distance, and so on. This is called the ''range penalty''.
 
* Ranged attacks suffer a -1 penalty for every ''range increment'' distance to the target. For example, if a weapon has a range increment of 6, then there is no penalty at 1-5 squares distance, -1 penalty at 6-11 squares distance, -2 penalty at 12-17 squares distance, and so on. This is called the ''range penalty''.
 
* Ranged attacks against downed opponents double the ''range penalty''. For example, -2 becomes -4.
 
* Ranged attacks against downed opponents double the ''range penalty''. For example, -2 becomes -4.
 
===Magic Attack Modifiers===
 
* Magic attacks will specify in their description whether they are melee attacks or ranged attacks. They are then subject to the modifiers of that attack type.
 
* Some magic effects are not attacks at all, and aren't subject to the modifiers for melee or rnaged attacks.
 
 
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